Chris Totten: Little Nemo and the Nightmare Fiends Profile picture
Award-winning gamedev. Animation/games program coordinator at @KSUtusc. Level design author. SAAM Arcade founder. Making Little Nemo and the Nightmare Fiends
May 26, 2021 13 tweets 9 min read
1/12 Hello! This is a paper for the #MAMG21 medieval #gamestudies conference! To start off: my research is in games’ relationship with the arts and older forms of media. I'm interested in how to use games as a means to explore and dissect a work, and allow players to do the same. ImageImageImageImage 2/12 This of course has led me to explore intersections of games and literature. Among the most popular books in the high medieval and early modern periods in Europe were chivalric romances – stories of knights errant performing great feats and pining for their lady loves #MAMG21 Image
Jul 14, 2019 28 tweets 4 min read
I have to make a teaching tool that is a satirical list of bad game design habits that should be avoided titled “how to be a 10x game designer” now, don’t I? 1) A 10x game designer doesn’t know any modern game engines or development tools but you know that the 10x game designer got here somehow. The 10x game designer is too busy making those sweet sweet ideaz.
Jul 1, 2019 28 tweets 15 min read
So I'm seeing a lot of #MarioMaker2 fans asking for advice on #LevelDesign and I thought I could help! Here's a thread on level design tips in Mario Maker, from a guy who wrote a book on level design.

Keep in mind that some of these tips work in both 2D and 3D! 1. Give your level a "core mechanic" - Don't just make your level about any and every mechanic, but select a central one to be your level's gameplay theme.